Was able to pick up 30 specters before they went out of stock. So, gonna be building lists around 30 of them and Irrylith, whom I won an auction for a NiB one, just to flex forgeworld. Lol
Inceptor squads being "one of the weakest units for damage in the entire book" is a wild statement. 3 shot, sustained 2, twin-linked, 2 damage weapons is EXTREMELY LETHAL vs infantry. Especially with Oaths of Moment.
For the points per model they have super weak damage, I believe they are 120pts for 3 models. Yes Oath of moment exists but that's an outside buff, people do not take inceptors for their damage alone, in fact a unit of plasma inceptors doesn't even kill a unit of Shadow Spectres on average rolls.
With the bolters, on average this unit will do 12 wounds to a 3+ save T4 unit with oath of moment for only 130 pts. They do on average 9 wounds to this target without oath of moment. A unit of 10 Dire avengers only does 6.25 wounds on the same target for 140 pts. So a unit of inceptors is almost 2x more lethal than a unit of 10 dire avengers vs infantry units
@@byrongotcha dont get me wrong they do decent damage but even so if used simply for damage they are a very expensive trading unit. my buddy plays 2 units and they never make up their points when making trades with eldar infantry
Looking forward to the next video! With 2 squads of Spiders and 2 squads of Hawks my secondary game has usually been quite strong, but primaries have been very hit or miss for me. My opponents really learned how to deal with some of the "anvil" units I can bring, and with the last dataslate not being very kind to Wraithguard I find myself often just ignoring all but one of the midfield primaries and trying to make the best possible trades for the first couple turns. When I'm able to make the opponent's options wear thin I can usually start a good push on a flank and then push into the centre. Rangers and often a Nightspinner make it so that I can hold on to one flank by slowing an opponent down just enough to put as much OC as I can get away with on that one side of the board. But yeah, playing tacticals I can often use those Hawks and Spiders (trying to get my hands on Spectres, but man... stock is never there xD) to great effect for maintaining high scores on secondaries each turn. They truly are the all star picks that I never leave home without.
Completely agree primaries can be hard for the eldar the key is denying as much ground to your opponent as possible and the spinner does help with that!
Try using infiltrators to screen the enemy army and buy time for you units in the midfield objectives. You need to he tricky to hold primary objectives as eldar in the first couple of turns but after eliminating mist of your opponent's dangerous units you can just play normally.
@@stamatisarvanitidis2430 Yup, Rangers are great at denying scout moves and blocking off an area of the board. I tend to go up against a lot of marines usually, and it can be difficult to keep those off the midfield. Usually by turn 2, or 3 at the latest, I'll know if I've done enough damage to start claiming more midfield objectives. Frontloading one at the start does help with not falling too far behind in the early game primaries.
@@maxmagnus377 honestly with rangers and scorpions you can block your opponent from getting to the midfield for a turn and shoot him while he tries to kill your infiltrators. What I find tricky is dealing with armies like custodes who have a type of tankiness that eldar can't handle that well
As somebody was saying in another video, the real probability to draw Capture Ennemy Outpost on T1 is probably around 95%. I got it 2 times already 😂😂😂 Next saturday, I will go to a 3 games tournament with 2 Warp Spiders and 2 Shadow Spectres for the first time and 2 rangers as well. I wanted to try 3 Spiders but I had a dress rehearsal, and I preferred to remove 1 to add 1 Support Weapon
nice dude i love it! i would def. consider running some storm guardians in there! they are great for sticky objs and trade pretty well into a lot of units you might not think!
@@ProxyHammer1 Wierdly I dont actually have any storm guardians, despite having 40 defenders, but I'll defo give it a go. Too late to change it for this tourney, but I'll try them on TTS; I'm not entirely sure on how to use them
@@ProxyHammer1 I went 3-2, best in faction lmao at the Dark Sphere GT. Made a few big mistakes, but only my second tournament so I'm not unhappy. I felt that my list could have won every time, it was just my lack of skill letting it down, but glad to have the positive and bring up the eldar WR! Thanks for the advice, will defo take it into account!
Qestion here, can someone point me out (page or section) to the clarification that allow Swooping Hawk to come in in turn 1 ? (I was not able to find it when I play with my friend so I didn't use it ) And when I read the ability, it only say , go to strategic reserve , not that they have to be place on the battle field next turn (like other ability say) Thank you :)
WTC FAQ under SETTING UP MODELS AND DEPLOYMENT CLARIFICATIONS 7. When a unit that started the battle (i.e. was on the battlefield during the first players command phase) on the table is placed into Strategic Reserves: A: If that unit has an ability that states that it is allowed to be set up in the Reinforcements step of your first, second or third Movement phase, it may deploy in any of your turns. B: If it has an ability or Stratagem that allows you to deploy in a specific way such as Deep Strike, it may deploy in any of your turns. C: If it has neither of these abilities then it may only be deployed from your second turn onwards. D: If it has Deep Strike that unit can make use of the Rapid Ingress Stratagem in any of your opponents turns.
@@ProxyHammer1That has nothing to do with Swooping hawks. They don’t have an ability that says they can arrive turn 1, just Skyleap, which puts them in Strategic Reserves, and the deep strike ability. WTC has a tournament specific rule about them being able to enter turn 1 but nothing in the rules commentary or core rules would allow this in the greater WH40k community.
@@timlowesmusic no, I mean more like for death spinners, destructor and things like that. For example, if I fire a unit of warp spiders is it 1d6 and i apply the result to all weapons in the unit or do i roll a d6 for each individual model.
depends on the secondary really. would argue they are not so good at bring it down or assassination. even just killing some medium infantry can be a challenge.
yes but eldar in general don't struggle with bring it down or assassination. It's just this secondaries that you don't want your dmg dealing units to do.
Was able to pick up 30 specters before they went out of stock. So, gonna be building lists around 30 of them and Irrylith, whom I won an auction for a NiB one, just to flex forgeworld. Lol
nice dude thats awesome! they are great units!
There he is, the man who bought all the Spectres! Get him!
@@Doomsong83 lol
Inceptor squads being "one of the weakest units for damage in the entire book" is a wild statement. 3 shot, sustained 2, twin-linked, 2 damage weapons is EXTREMELY LETHAL vs infantry. Especially with Oaths of Moment.
They can also take twin linked plasmas
For the points per model they have super weak damage, I believe they are 120pts for 3 models. Yes Oath of moment exists but that's an outside buff, people do not take inceptors for their damage alone, in fact a unit of plasma inceptors doesn't even kill a unit of Shadow Spectres on average rolls.
130 pts for 3.
With the bolters, on average this unit will do 12 wounds to a 3+ save T4 unit with oath of moment for only 130 pts. They do on average 9 wounds to this target without oath of moment.
A unit of 10 Dire avengers only does 6.25 wounds on the same target for 140 pts.
So a unit of inceptors is almost 2x more lethal than a unit of 10 dire avengers vs infantry units
@@byrongotcha dont get me wrong they do decent damage but even so if used simply for damage they are a very expensive trading unit. my buddy plays 2 units and they never make up their points when making trades with eldar infantry
Thanks for the vid PH, always very helpful
Dude of course my pleasure!!
Looking forward to the next video! With 2 squads of Spiders and 2 squads of Hawks my secondary game has usually been quite strong, but primaries have been very hit or miss for me. My opponents really learned how to deal with some of the "anvil" units I can bring, and with the last dataslate not being very kind to Wraithguard I find myself often just ignoring all but one of the midfield primaries and trying to make the best possible trades for the first couple turns. When I'm able to make the opponent's options wear thin I can usually start a good push on a flank and then push into the centre.
Rangers and often a Nightspinner make it so that I can hold on to one flank by slowing an opponent down just enough to put as much OC as I can get away with on that one side of the board.
But yeah, playing tacticals I can often use those Hawks and Spiders (trying to get my hands on Spectres, but man... stock is never there xD) to great effect for maintaining high scores on secondaries each turn. They truly are the all star picks that I never leave home without.
Completely agree primaries can be hard for the eldar the key is denying as much ground to your opponent as possible and the spinner does help with that!
Try using infiltrators to screen the enemy army and buy time for you units in the midfield objectives. You need to he tricky to hold primary objectives as eldar in the first couple of turns but after eliminating mist of your opponent's dangerous units you can just play normally.
@@stamatisarvanitidis2430 That’s exactly how you should play it 😉🙏
@@stamatisarvanitidis2430 Yup, Rangers are great at denying scout moves and blocking off an area of the board. I tend to go up against a lot of marines usually, and it can be difficult to keep those off the midfield. Usually by turn 2, or 3 at the latest, I'll know if I've done enough damage to start claiming more midfield objectives. Frontloading one at the start does help with not falling too far behind in the early game primaries.
@@maxmagnus377 honestly with rangers and scorpions you can block your opponent from getting to the midfield for a turn and shoot him while he tries to kill your infiltrators. What I find tricky is dealing with armies like custodes who have a type of tankiness that eldar can't handle that well
As somebody was saying in another video, the real probability to draw Capture Ennemy Outpost on T1 is probably around 95%. I got it 2 times already 😂😂😂
Next saturday, I will go to a 3 games tournament with 2 Warp Spiders and 2 Shadow Spectres for the first time and 2 rangers as well. I wanted to try 3 Spiders but I had a dress rehearsal, and I preferred to remove 1 to add 1 Support Weapon
Nice dude good luck in the tournament! Oh and yes i always seem to draw wacky secondaries turn one which is why its good to be prepped!
Ay first
I'm bringing this Ulthwé-themed list to a GT this weekend, nice to see this vid covering some of what I'll be running!
The Damned - Army Roster (Aeldari - Craftworlds) [1,995pts]
Battle Size: Strike Force
Detachment: Battle Host
+ Epic Hero +
Avatar of Khaine [335pts]: The Wailing Doom
Eldrad Ulthran [110pts]: Shuriken Pistol, Staff of Ulthamar and witchblade
+ Character +
Autarch Wayleaper [140pts]: Dragon Fusion Gun, Howling Banshee Mask, Star Glaive, The Phoenix Gem, Warlord
Farseer [80pts]: Eldritch Storm, Shuriken Pistol, Singing Spear
+ Battleline +
Guardian Defenders [110pts]
. 10x Guardian Defender: 10x Close Combat Weapon, 10x Shuriken Catapult
. Heavy Weapon Platform: Bright Lance
Guardian Defenders [110pts]
. 10x Guardian Defender: 10x Close Combat Weapon, 10x Shuriken Catapult
. Heavy Weapon Platform: Bright Lance
+ Infantry +
Dark Reapers [80pts]
. 4x Dark Reaper: 4x Close combat weapon, 4x Reaper Launcher
. Dark Reaper Exarch: Close combat weapon, Tempest Launcher
Rangers [55pts]
. 5x Ranger: 5x Close Combat Weapon, 5x Ranger long rifle, 5x Shuriken Pistol
Rangers [55pts]
. 5x Ranger: 5x Close Combat Weapon, 5x Ranger long rifle, 5x Shuriken Pistol
Shadow Spectres [95pts]
. 5x Shadow Spectre: 5x Close combat weapon, 5x Prism Rifle
Shadow Spectres [95pts]
. 5x Shadow Spectre: 5x Close combat weapon, 5x Prism Rifle
Swooping Hawks [75pts]
. 4x Swooping Hawk: 4x Close combat weapon, 4x Lasblaster
. Swooping Hawk Exarch: Aeldari Power Sword, Close combat weapon, Hawk's Talon
Warp Spiders [115pts]
. 4x Warp Spider: 4x Close combat weapon, 4x Deathspinner
. Warp Spider Exarch: Close combat weapon, 2x Deathspinner, Powerblades
+ Mounted +
Shroud Runners [80pts]
. 3x Shroud Runner: 3x Close Combat Weapon, 3x Ranger long rifle, 3x Scatter Laser, 3x Shuriken Pistol
+ Vehicle +
Support Weapons [125pts]: Close Combat Weapon, D-cannon, Shuriken Catapult
Support Weapons [125pts]: Close Combat Weapon, D-cannon, Shuriken Catapult
Support Weapons [125pts]: Close Combat Weapon, D-cannon, Shuriken Catapult
Vyper [85pts]: Bright Lance, Twin Shuriken Catapult, Wraithbone hull
++ Total: [1,995pts] ++
nice dude i love it! i would def. consider running some storm guardians in there! they are great for sticky objs and trade pretty well into a lot of units you might not think!
@@ProxyHammer1 Wierdly I dont actually have any storm guardians, despite having 40 defenders, but I'll defo give it a go. Too late to change it for this tourney, but I'll try them on TTS; I'm not entirely sure on how to use them
@@timlowesmusic check out my video on them they are really good!
@@ProxyHammer1 I went 3-2, best in faction lmao at the Dark Sphere GT. Made a few big mistakes, but only my second tournament so I'm not unhappy. I felt that my list could have won every time, it was just my lack of skill letting it down, but glad to have the positive and bring up the eldar WR! Thanks for the advice, will defo take it into account!
@@timlowesmusic Dude awesome!! Glad to hear it msn you are making our faction proud!
Auto includes these days. 3 units of Spectres, 2 of Hawks and 1 of Spiders works best for me. 550pts well spent.
Absolutely! 6 potential scoring units and lots of damage!
Can confirm that hawks and spiders earn big points
They’ve got that big secondary energy 😅
Qestion here, can someone point me out (page or section) to the clarification that allow Swooping Hawk to come in in turn 1 ? (I was not able to find it when I play with my friend so I didn't use it ) And when I read the ability, it only say , go to strategic reserve , not that they have to be place on the battle field next turn (like other ability say) Thank you :)
WTC FAQ under SETTING UP MODELS AND DEPLOYMENT CLARIFICATIONS 7. When a unit that started the battle (i.e. was on the battlefield during the first players command phase) on the
table is placed into Strategic Reserves:
A: If that unit has an ability that states that it is allowed to be set up in the Reinforcements step of your first,
second or third Movement phase, it may deploy in any of your turns.
B: If it has an ability or Stratagem that allows you to deploy in a specific way such as Deep Strike, it may deploy
in any of your turns.
C: If it has neither of these abilities then it may only be deployed from your second turn onwards.
D: If it has Deep Strike that unit can make use of the Rapid Ingress Stratagem in any of your opponents turns.
@@maverick1191 Thank you very much
www.warhammer-community.com/wp-content/uploads/2023/06/2YpFOYJiw9LXvz4s.pdf
Page 2 top left 😉
@@ProxyHammer1That has nothing to do with Swooping hawks. They don’t have an ability that says they can arrive turn 1, just Skyleap, which puts them in Strategic Reserves, and the deep strike ability.
WTC has a tournament specific rule about them being able to enter turn 1 but nothing in the rules commentary or core rules would allow this in the greater WH40k community.
@@phil_proThat rule is for WTC only. It’s not an official GW rule until it is in the rule commentary.
I run 3 units of 5 for all these units.
Nice dude they are fantastic!
Random question. When a characteristic is D6 do you roll for every model in the squad or roll 1d6 and apply that to all of them?
I assume you mean like an advance roll, and for that, it is the unit moving that far. The rules always specify between units and models.
@@timlowesmusic no, I mean more like for death spinners, destructor and things like that. For example, if I fire a unit of warp spiders is it 1d6 and i apply the result to all weapons in the unit or do i roll a d6 for each individual model.
A d6 for each model equipped with a death spinner
@@criticalcommenter each individual weapon.
@@timlowesmusic Thanks. I've been doing it wrong then. Should really up my output as I always seem to get 1 and 2 haha
Would Scourges be good for secondaries aswell as hawks in a ynarri army?
Yes they are pretty good as well but imo because of their high cost they aren’t really expendable
depends on the secondary really. would argue they are not so good at bring it down or assassination. even just killing some medium infantry can be a challenge.
yes but eldar in general don't struggle with bring it down or assassination. It's just this secondaries that you don't want your dmg dealing units to do.
ya of course that will be the job of our more killy units
NATO use blue, former Warsaw Pact uses red. Might want to change your colours as Eldar are the good guys!
who says nato are the good guys ;0 only kidding ofc! lol
@ProxyHammer1 no need to be ashamed of your convictions comrade!
The Space Elf Proletarian Front stands with you.